WO2013157719A1 - Procédé et serveur pour fournir un service de combinaison d'éléments - Google Patents

Procédé et serveur pour fournir un service de combinaison d'éléments Download PDF

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Publication number
WO2013157719A1
WO2013157719A1 PCT/KR2012/011238 KR2012011238W WO2013157719A1 WO 2013157719 A1 WO2013157719 A1 WO 2013157719A1 KR 2012011238 W KR2012011238 W KR 2012011238W WO 2013157719 A1 WO2013157719 A1 WO 2013157719A1
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WIPO (PCT)
Prior art keywords
item
items
user
game
winning
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PCT/KR2012/011238
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English (en)
Korean (ko)
Inventor
이동헌
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인텔렉추얼디스커버리 주식회사
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Publication of WO2013157719A1 publication Critical patent/WO2013157719A1/fr

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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q30/00Commerce
    • G06Q30/02Marketing; Price estimation or determination; Fundraising

Definitions

  • the present invention relates to an item combination service for acquiring a new item by using a plurality of items used in a game, and more particularly, to a technology for dynamically combining items according to the number of items to obtain a desired item. will be.
  • item contents are essentially used to assist the progress of the game. Users can purchase and use various items necessary for game progress in an item shop on an execution screen of an online game or an item shop of a website for accessing an online game.
  • Items are used to help the game progress depending on the type of item, and depending on the item, for example, the value of the character's ability is improved. Play hard at.
  • an item lottery service in which a high quality item can be won with a certain probability, and a service for obtaining a high quality item in a certain probability when hunting a strong monster are provided.
  • an item combination service which is a service in which users consume a plurality of items that are not needed or are used as materials and obtain new items.
  • the item combination service is relatively less expensive than the item lottery service, and users may feel that they have to consume the items they own, and the technology to increase the utilization rate needs to be developed. There is.
  • an object of the present invention is to provide users with an item combining service in a reasonable manner, thereby increasing the utilization rate of the item combining service.
  • the purpose is to increase the reliability and utilization rate of the item combination service by allowing users to select a desired item combination method and increase the probability of obtaining a desired item.
  • an item combination service providing method the server providing a combination service of items available in the game, among the items held by the user from the user terminal connected to the game Receiving a selection input for at least one item; Receiving a selection input for an item combination menu from the user terminal as a menu for consuming the selected input item and obtaining a new item; Selecting one of the at least one item that can be won by consuming the at least one item by using the effect data when the item is used in the game; And controlling to pay the selected winning item to the user's account.
  • the selecting may include calculating value information that is numerical information for comparing the value of the item using the effect data of the selected input item; Selecting some of the at least one item that can be won using the value information of the selected input item; And selecting one of the selected items as the winning item.
  • the selecting of the part may include calculating an average value of the value information of the selected input item; And selecting one of the at least one item that can be won, the item having value information equal to or greater than the calculated average value.
  • the selecting of the winning item it is preferable to assign a winning probability to each of the selected items, and select the winning item according to the assigned winning probability.
  • the winning probability may be differently allocated according to an error between the value information of each of the selected items and the calculated average value.
  • the same winning probability may be assigned to each of the selected items.
  • the combined cost may be calculated to be proportional to the number of the selected input items and the grade of each of the selected input items.
  • a predetermined game money for combining the at least one item is subtracted from the user's account.
  • the method further includes, and if the user's own game money included in the user's account is less than a predetermined threshold game money, transmitting information to the user terminal indicating that the combination service of the items is not available. It is preferable.
  • the number of the at least one item that can be selected and input is equal to or less than a predetermined threshold number.
  • an item selection receiving unit for receiving a selection input for at least one item of items owned by the user from the user terminal connected to the game; As a menu for consuming the selected input item to obtain a new item, a predetermined game money for combining the at least one item upon receiving a selection input for an item combination menu from the user terminal is determined from the user's account.
  • a payment module for subtracting;
  • a winning item selecting unit which selects one of at least one item that can be won by consuming the at least one item using the effect data when the item is used in the game; And an item payment unit controlling to pay the selected winning item to the user's account.
  • the winning item selecting unit calculates an average value of the value information of the selected input item by calculating value information that is numerical information for comparing the value of the item using the effect data of the selected input item. Among the at least one item that can be won, it is preferable to select an item having value information equal to or greater than the calculated average value, and then select any one of the selected items as the winning item. .
  • the winning item selecting unit may select the winning item according to a winning probability set differently according to an error between the value information of each of the selected items and the calculated average value.
  • the payment module subtracts, from the user's account, the game money corresponding to the combined cost calculated in proportion to the number of the selected input items and the grade of each of the selected input items.
  • users can reasonably consume low-value items that they do not use because they can get some of the at least one item and the game money to obtain a better item than the item consumed.
  • a reasonable item combination service can be used, thereby increasing the reliability of the item combination service.
  • FIG. 1 is a flowchart of a method for providing an item combining service according to an embodiment of the present invention.
  • FIG. 2 shows an example of a flow of selecting a winning item according to an embodiment of the present invention.
  • FIG. 3 illustrates an example of a flow of deducting game money from user schedule according to an embodiment of the present invention.
  • FIG. 4 illustrates an example of a flow of controlling a selection input of an item according to an embodiment of the present invention.
  • FIG. 5 illustrates an example of a flow for controlling use of an item combination service according to an embodiment of the present invention.
  • FIG. 6 is a block diagram of an item combining service providing server according to an embodiment of the present invention.
  • FIG. 7 to 11 illustrate examples of screens displayed on a user terminal when using an item combination service according to an embodiment of the present invention.
  • “communication”, “communication network” and “network” may be used as the same meaning.
  • the three terms refer to wired and wireless local and wide area data transmission and reception networks capable of transmitting and receiving files between a user terminal, a terminal of other users, and a download server.
  • game server means a server computer to which users access to use game contents.
  • a plurality of game programs may be operated in one game server.
  • the game server may be connected to a server that performs middleware or payment processing for the database, the description thereof will be omitted in the present invention.
  • the online game means game content that can be used by users by accessing the above-mentioned game server.
  • it refers to a game in which a large number of users can simultaneously access and enjoy the game, and increase the level through actions such as acquiring experience value while nurturing characters through the game.
  • it means a game that can purchase a variety of items.
  • the item means all data that can help the progress of the game and can generally be understood as an item in the game.
  • an experience value obtained when a character on behalf of a user defeats a monster, an item that allows for more gain, an item that can change the appearance of the character, and the like correspond to the item in the present invention. can do.
  • card items that can use the character In addition, in sports games, card items that can use the character, items that increase the character's stats for a certain period of time, items that restore the character's condition, and the characters are equipped to improve the game's stats while modifying the appearance.
  • items that can be used by the character in the progress of the game, or that can be reflected on the game by the user on the web will belong to the items in the present invention.
  • the item combination service means all services in which at least one item is registered in a virtual space such as a combination target slot and at least one registered item is deleted and a new item is paid when the combination button is selected.
  • it may be a service that consumes several items of the same kind to obtain new items of the same kind.
  • Combining several weapon items to obtain a new weapon is a typical example.
  • a steel item and a hardened item may be combined to produce a knife item in a specific virtual space (eg, a smithy).
  • the item combination service has a feature that a plurality of items are consumed and a new item is acquired when a combination menu is registered after registering a plurality of items in common.
  • the item may be set to a grade.
  • the item's rating refers to additional information that is set so that the same item can have different effects when applied to the game. For example, an item with a higher grade is set to have a higher ability to be improved when equipped with the same item than a lower grade item.
  • the rating of an item may be determined at the time of item acquisition, or it may be elevated through activity in the game.
  • FIG. 1 is a flowchart of a method for providing an item combining service according to an embodiment of the present invention.
  • the server providing the item combining service selects at least one item from among items owned by a user from a user terminal connected to a game. Receiving step (S10) will be performed.
  • the game server or the server providing the item combination service may provide an interface for using the item combination service to the user terminal.
  • the interface that can use the item combination service may include a screen for checking an item possessed by a user, an interface for registering an item to be consumed as a combination object, and a menu for determining whether to combine the item.
  • an interface for registering an item in a menu such as a slot for registering an item to be combined on the screen for confirming the item may be included.
  • the user may make a selection input for at least one item to be consumed through the combination service among items owned by the user.
  • the selection input for an item means all inputs such as registering an item in an item registration menu such as the aforementioned slot.
  • a menu capable of inputting a new item by consuming a selected input item from the user terminal through the interface for the item combination service mentioned above is provided.
  • the server performs a step (S20) of subtracting the predetermined game money from the user's account through communication with the user terminal, the predetermined game money required for the combination of the at least one selection input item.
  • Game money refers to a kind of point that is used by a user to buy an item or use a service in a game.
  • the game money may be charged through cash payment or paid to the user's account as reward content of the game play.
  • Game money can be stored and managed in the user's account.
  • a certain game money is deducted from the combination of items as the combination cost, and in step S20, the game money is deducted from the user's account according to the input of the user terminal through a payment module installed in the user terminal.
  • the server selects one of the at least one item that can be won through the item combination service that consumes at least one item by using the data of the item selected and input in the step S10 as the winning item.
  • the step S30 of selecting is performed.
  • the item combination service When using the item combination service in the present invention, at least one item selected and input by the user is deleted from the item held by the user, and a new item is paid.
  • the new item to be paid may be any one item among the items that can be won through the item combination service.
  • Items that can be won through the item combination service may be all items that can be used in the game, and may be limited to items of the same kind as the items consumed. In addition, items to be consumed are determined, and items to be won may also be determined.
  • the data of the selected input item used in the step S30 means data of each of the at least one selected input item, and as described below, it refers to the effect data of the item which is information on the effect when the item is used in the game. .
  • the server When the winning item is selected through the step S30, the server performs a step (S40) of controlling to pay the winning item to the user account to the server operating the game.
  • the server providing the item combination service may be included in the server that runs the game or exist as a separate server.
  • the server transmits a kind of control signal to the server that operates the game, and the control signal includes user identification information and information about the identification information and the number of the winning item, and the game operation server receiving the control signal is the user.
  • the control signal includes user identification information and information about the identification information and the number of the winning item
  • the game operation server receiving the control signal is the user.
  • the server may limit the number of items that a user can consume at one time through the item combination service. That is, when the item combination service is used, the number of items that can be selectively input in one combination may be set to be equal to or less than the preset threshold number. Accordingly, it is possible to limit the consumption of indiscriminate items.
  • FIG. 2 shows an example of a flow of selecting a winning item according to an embodiment of the present invention.
  • the server analyzes the above-mentioned effect data of the selected input item, and calculates value information, which is numerical information for comparing the value of each item, for each selected input item (S31). do.
  • the value information is information which varies according to the effect of the item.
  • the ability value increase value added to the character's ability value when worn or the item grade set for each item may be set as effect data.
  • the value information of the item may be set in proportion to the effect data, and may be numerical information set to collectively compare items that can be consumed or won in the item combination service. That is, the value information of the item may mean all numerical information calculated to compare the value of the item.
  • the value information may refer to the average price of the transaction at the time of item trading provided in the game.
  • the server selects some of the items that can be won using the calculated value information of the item and selects one of the selected items as the winning item.
  • the detailed flow is as follows.
  • the server calculates an average value of the calculated value information for the selected input item (S32).
  • the server selects some of the items that can be won. Specifically, the server extracts value information of the items that can be won, and selects an item having value information whose value information is equal to or greater than the average value information calculated in step S32. Step S33 is performed.
  • the paid game money is set as a consumed resource so that a good item can come out from the item combining service, and an item equal to or greater than the average value of items consumed through the item combining service. It can be controlled to provide any one of these.
  • the server allocates a winning probability to each of the selected items, and then wins the winning item according to the assigned winning probability. You can choose.
  • the server may set the winning probability differently for each of the selected items. For example, in operation S34, the winning probability of each item may be differently allocated according to the error of the value information extracted for each of the selected items and the average value calculated in operation S32.
  • the selected items are items in which the value information is larger than or equal to the average value of the selected input item, the greater the error between the calculated average value and the value information of the selected item, the higher the value of the selected item. Therefore, the greater the error between the value information of the selected item and the average value information of the selected input item, the better the item.
  • the server sets the winning probability of the item with the large error to be lower than the winning probability of the item with the small error through the step S34, thereby ensuring the rareness of the item having the high effect or value, and providing the item combination service to the users. Increase the thrill of using.
  • the server may set the winning probability of the selected item the same regardless of the error.
  • the server may determine a winning item by performing a step S35 of selecting one item selected according to the winning probability among the selected items.
  • FIG. 3 illustrates an example of a flow of deducting game money from user schedule according to an embodiment of the present invention.
  • the server when the server receives a selection input for the item combination menu mentioned in FIG. 1 from the user terminal, the server performs a step (S21) of calculating a combination cost according to the number and grade of the selected input items. .
  • the number of items that can be selectively input in the use of the combination service is a variable value. Accordingly, the server may variably set and deduct game money to be deducted for use of the combination service.
  • the server may calculate the combined cost according to the number of the selected input items, and may subtract the game money corresponding to the calculated combined cost from the user's account.
  • the item may be set with rating information, and the higher the rating, the better the item is consumed, and according to the above-mentioned flow, a good winning item may be obtained when the good item is consumed. Therefore, the server may set the combination cost higher when the higher grade item is selected and input than when the lower grade item is selected and input.
  • the server may calculate the combination cost differently according to the grade of the selected input item as well as the number of the selected input item.
  • step S21 the server performs a step S22 of subtracting the game money corresponding to the calculated combined cost from the user's account.
  • FIG. 4 illustrates an example of a flow of controlling a selection input of an item according to an embodiment of the present invention.
  • the server first performs a step (S10) of receiving a selection input for at least one of items owned by a user from a user terminal for a combination service of items.
  • the server when receiving the selection input for each item, the server performs a step (S11) to determine whether the selection input item is a previously used item by the user.
  • an item that can be used in the item combination service may be limited to an item that has never been used.
  • an item may be sealed or protected at the time of acquisition, where it can be traded with other users or used in item combinations.
  • the seal is released due to the use of the item, it may be excluded from the transaction with other users.
  • the server can limit the items that can be used in the item combination service as described above, so as to prevent the collapse of the item balance in the game according to the use of the user indiscriminate item combination service.
  • step S11 If it is determined that the item selected and input in step S11 has been previously used by the user, the server performs a step S12 of canceling the selection input for the item, so that the previously used item is an item combination service. It can be prevented from being used for.
  • FIG. 5 illustrates an example of a flow for controlling use of an item combination service according to an embodiment of the present invention.
  • the server when the server receives a selection input for an item (S10) and receives an input from the user terminal for the aforementioned item combination menu, the server analyzes the user's account and holds the game. Step S13 of analyzing money information is performed.
  • the server determines whether the analyzed game money, that is, the game money held by the user is less than the predetermined threshold game money (S14), and when it is determined that the game money held by the user is less than the preset threshold game money, the combination service of items Step S15 of transmitting information indicating that the use of the information, that is, information indicating that the item combination has failed to the user terminal is performed.
  • FIG. 6 is a block diagram of an item combining service providing server according to an embodiment of the present invention. In the following description, portions overlapping with the description of FIGS. 1 to 5 will be omitted.
  • the item combination service providing server 10 may include an item selection receiving unit 11, a payment module 12, a winning item selecting unit 13, and an item payment unit 14. Characterized in that it comprises a.
  • the user terminal 20 may request to use the item combination service by accessing the game server 30, and may access the item combination service providing server 10 when an item combination service use request is input.
  • the item selection receiving unit 11 performs a function of receiving a selection input for at least one item among items owned by a user through an interface provided for the aforementioned item combination service from a user terminal connected to a game.
  • the item selection receiving unit 11 may additionally perform a function of canceling a selection input for an item when the selection input item is a used item.
  • the item selection receiving unit 11 may receive an input for the aforementioned item combination menu in addition to the selection input for the item.
  • the game money information possessed by the user may be extracted by analyzing the user's account. Subsequently, as described with reference to FIG. 5, when the game money held by the user is less than the threshold game money, a signal indicating that the use of the item combination service has failed may be transmitted to the user terminal 20.
  • the item selection receiving unit 11 may limit the number of items to be input.
  • the payment module 12 When the payment module 12 receives the selection input for the item combination menu from the user terminal 20 through the item selection receiving unit 11, the payment module 12 performs a function of subtracting a predetermined game money for the item combination from the user's account. do.
  • the payment module 12 may calculate the combined cost according to the number and grade of the selected input items as mentioned in the description of FIG. 3.
  • the game money corresponding to the combined cost can then be deducted from the user's account.
  • the combination cost can be calculated to be proportional to the number and rating of items.
  • the winning item selecting unit 13 selects one of the at least one item that can be won by consuming at least one item by the item combination service when the game money is deducted from the user's account. Perform.
  • the winning item selecting unit 13 calculates the value information of the item using the effect data of the selected input item, and thus selects some items of the winning items. One of the selected items may be selected as a winning item.
  • the winning item selecting unit 13 calculates an average value of the value information of the selected input items, selects an item having value information equal to or greater than the calculated average value among the at least one item that can be won, and then selects the selected item. Any one of these can be selected as a winning item.
  • the same or different winning probability may be allocated to each of the selected items.
  • the winning item selecting unit 13 may set different winning odds according to the error between the value information of each of the selected items and the calculated average value.
  • the item payer performs a function of transmitting a signal to the game server 30 to control the payout item selected by the winning item selector 13 to pay to the user's account.
  • FIG. 7 to 11 illustrate examples of screens displayed on a user terminal when using an item combination service according to an embodiment of the present invention.
  • FIG. 7 illustrates an example of the interface screen 100 for the item combination service mentioned in FIG. 1.
  • the interface screen 100 may include a screen 101 for checking an item possessed by a user and a slot menu 102 for registering an item for item combination.
  • the user may register an item in the slot menu 102 by selecting or dragging the item displayed on the screen 101 for checking the owned item.
  • the item combination menu 103 may be selected to use an item combination service for consuming items registered in the slot menu 102 and obtaining new items.
  • FIG. 8 illustrates a screen 110 informing that the use of the item combination service has failed according to the flow shown in FIG. 5. Since the user has less than the critical game money (for example, 1 million points), the content indicating that the item combination service cannot be used may be displayed.
  • the critical game money for example, 1 million points
  • FIG. 9 illustrates a screen 120 indicating that the selection input of an item is canceled according to the flow shown in FIG. 4.
  • the user may check the screen 120 of FIG. 9, and thus may register an unused item.
  • the payment module screen 130 may display game money costs set for item combinations, game money information held by the user, and game money information to be retained by the user after item combination.
  • the user may check the information of the item obtained as a result of using the item combining service through the combination result screen 140.
  • the method for providing an item combination service according to the above-described embodiment of the present invention may be executed by an application (which may include a program included in a platform or an operating system, etc., which is basically installed in the terminal).
  • the application may be executed by an application (ie, a program) directly installed on a terminal through an application providing server such as an application store server, an application, or a web server related to the corresponding service.
  • an application that is, a program
  • a computer-readable recording medium such as a terminal. Can be recorded.
  • Such a program is recorded on a recording medium readable by a computer and executed by a computer so that the above functions can be executed.
  • the above-described program is code coded in a computer language such as C, C ++, JAVA, or machine language that can be read by a computer processor (CPU). It may include (Code).
  • Such code may include a function code associated with a function or the like that defines the above-described functions, and may include execution procedure-related control code necessary for a processor of the computer to execute the above-described functions according to a predetermined procedure.
  • the code may further include memory reference-related code for additional information or media required for a processor of the computer to execute the above-described functions at which location (address address) of the computer's internal or external memory. .
  • the code means that the processor of the computer is a communication module of the computer (eg, a wired and / or wireless communication module).
  • the communication code may further include communication related codes such as how to communicate with any other computer or server in the remote, and what information or media should be transmitted and received during communication.
  • codes and code segments associated therewith may be used in consideration of a system environment of a computer that reads a recording medium and executes the program. It may be easily inferred or changed by.
  • Examples of recording media that can be read by a computer recording a program as described above include, for example, a ROM, a RAM, a CD-ROM, a magnetic tape, a floppy disk, an optical media storage device, and the like.
  • a computer-readable recording medium having recorded a program as described above may be distributed to computer systems connected through a network so that computer-readable codes may be stored and executed in a distributed manner.
  • at least one of the plurality of distributed computers may execute some of the functions presented above, and transmit the result to at least one of the other distributed computers, and transmit the result.
  • the receiving computer may also perform some of the functions presented above, and provide the results to other distributed computers as well.
  • a computer-readable recording medium recording an application that is a program for executing the method for providing an item combination service according to each embodiment of the present invention may be an application store server, an application, or a web server associated with the service. It may be a storage medium (eg, a hard disk, etc.) included in an application provider server such as a hard disk or the application providing server itself.
  • the computer which can read the recording medium which recorded the application which is a program for executing the method of providing the item combination service which concerns on each embodiment of this invention is not only a general PC, such as a desktop or a notebook, but also a smart phone, a tablet PC, a PDA. (Personal Digital Assistants) and mobile terminals, such as mobile communication terminals may be included, as well as it should be interpreted as all computing devices (Computing).
  • a computer capable of reading a recording medium recording an application that is a program for executing the method for providing an item combination service is a mobile device such as a smart phone, a tablet PC, a personal digital assistant (PDA) and a mobile communication terminal.
  • the application may be downloaded from the application providing server to a general PC and installed on the mobile terminal through a synchronization program.

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Abstract

L'invention porte sur une technique qui permet d'augmenter le taux d'utilisation d'un utilisateur utilisant un service de combinaison d'éléments par fourniture d'un service de combinaison d'éléments rationnel. Le procédé pour fournir le service de combinaison d'éléments selon un mode de réalisation de la présente invention consiste : à autoriser un serveur, qui permet de fournir un service de combinaison pour combiner des éléments utilisables dans un jeu, à recevoir une entrée sélective pour au moins un élément parmi les éléments de l'utilisateur provenant d'un terminal utilisateur connecté au jeu ; à recevoir d'un terminal utilisateur l'entrée sélective pour un menu de combinaison d'éléments tel qu'un menu permettant d'acquérir un nouvel élément par consommation de l'élément sélectivement introduit ; à sélectionner au moins un élément parmi des éléments pouvant être gagnés à titre d'éléments gagnés par consommation d'au moins un élément par utilisation de données d'effet lors de l'utilisation de l'élément dans le jeu ; à commander la fourniture de l'élément gagné sélectionné à un compte d'utilisateur.
PCT/KR2012/011238 2012-04-20 2012-12-21 Procédé et serveur pour fournir un service de combinaison d'éléments WO2013157719A1 (fr)

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Citations (3)

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KR20110027550A (ko) * 2010-07-22 2011-03-16 주식회사 레드덕 온라인 캡슐 추첨 시스템 및 그 방법
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